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6E_Letter.txt
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1999-01-22
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January 15, 1999
Dear Magic Player Community:
In recent weeks there's been a lot of discussion of
the pending Magic: The Gathering«--ClassicÖ (Sixth
Edition) rules changes, which will take effect in
tournament play on June 1, 1999. Some of you fear
these changes will be the death of Magic« play,
others want to wait and see the complete Sixth
Edition rules, and still others have praised the
changes. Let me start by telling you that the Sixth
Edition rules changes posted on the Magic Dojo news
are accurate. For those of you who haven't seen them,
I have attached the Sixth Edition rules changes at
the end of my letter.
Some of you believe that the Magic rules are being
"dumbed down," that Wizards of the Coast believes
starter-level products like Magic: The
Gathering--PortalÖ sets are the game's future, and
that the removal of trample from Sixth Edition is the
beginning of the end. This simply isn't true. The
continued success of Magic lies primarily in one type
of product: expert expansions. Magic R&D's number-one
goal is to create interesting expansions that
stimulate the Standard tournament environment and
challenge current players.
Even though expert expansions are our most important
Magic releases, starter-level products and the basic
set play significant, though sometimes misunderstood,
roles in the Magic product line. Starter-level
products aren't intended for the experienced Magic
player. I believe that the Magic community has
accepted this and therefore understands what Portal
is; experienced players don't purchase or play with
Portal cards.
What Sixth Edition means for the experienced player
is less black and white. Let me shock you: The
experienced player with lots of cards has no need to
purchase Sixth Edition. There's nothing new in Sixth
Edition. Sixth Edition is just a combination of Fifth
EditionÖ cards and the MirageÖ cycle, with a few
older cards thrown in.
The most significant impact Sixth Edition will have
on the tournament player is the tournament-level
cards found within it. Let me share some truths about
Sixth Edition with you:
1. Sixth Edition has some tournament-level cards
that were in Fifth. Armageddon is still around.
2. Some tournament-level cards that were in Fifth
are not in Sixth. Adios, Dark Ritual.
3. Some tournament-level Mirage-cycle cards are in
Sixth. Welcome back, Uktabi Orangutan.
4. And some tournament-level Mirage-cycle cards
didn't make the cut. Sorry, Gemstone Mine.
Sixth Edition can't contain all the tournament-level
cards we've ever produced. There are only so many top
cards a set can support before some top cards are no
longer top cards. As the pool of cards available for
Sixth, Seventh, and future basic editions continues
to grow, Magic R&D will need to choose which good
cards stay, which good cards leave, and which good
cards return.
For Sixth, we tried to select some tournament-level
cards that would support existing deck types while
removing cards that hurt existing deck types. For
example, Necro's going. Losing Necro isn't the end of
the world. It wasn't removed because it was too
powerful, and it wasn't removed because of the Sixth
Edition rules. It was removed to change the
tournament environment and to challenge our top
tournament players. Finally, we added some
Mirage-cycle cards we thought were good for the
tournament environment.
Before I explain my reasoning behind the rules
changes, I want you all to be aware I wasn't working
in a box with my head stuck up my butt, refusing to
talk to anyone. The rules team included Wizards
people like BethMo, Tom Wylie, Richard Garfield, and
many other members of Wizards R&D. I also worked with
many top rules experts outside of Wizards, like
Collin "Gammavirus" Jackson, Dan Gray, Dave DeLaney,
David Sachs, DonaldX, Jeff Jordan, Michael "Meowse"
Phoenix, Stephen D'Angelo, and Paul Barclay. We
didn't always agree on all the answers (just ask
DonaldX about triggered abilities), but we always
discussed all the issues and the vast majority of us
are extremely pleased with the final product.
Our main motivation behind the Sixth Edition rules
changes was that the rules were needlessly
complicated and growing more so each month. I realize
that this is a judgment call, but I ask you: How many
rules experts are there, really? Twenty-five, maybe.
And I have questions that will stump all of them
because there are Fifth Edition rules questions with
no answer. Having overly complex rules is detrimental
for Magic play. The skill of play and of deckbuilding
should be the challenge of Magic, the thing that
separates good players from great players. Memorizing
a complex rules system should not.
While we call these changes "Sixth Edition rules
changes," the changes have nothing to do with Sixth
Edition other than that they are being released at
the same time as the Sixth Edition card set. Sixth
Edition uses only a subsection of the rules. The
absence of trample or flanking from Sixth Edition
doesn't mean the removal of these abilities from
Magic play. The Magic rules have been and always will
be designed and developed for the expert-level
player. Please don't confuse a less complicated Sixth
Edition card set with the Magic rules being "dumbed
down." I have a 20,000-word rulebook currently being
edited as proof that expert-level Magic and
starter-level products like Portal are worlds away
from each other.
Before I tackle the new rules issues one by one, I
want to note that the Sixth Edition rules changes
attached to the end of this letter are the vast
majority of the rules changes. There are no more
surprises. While there are some other changes, the
other changes are to obscure rules. The complete
Sixth Edition rules document will be released in a
few weeks, after it's been edited.
On to the good stuff:
First, no more interrupts. Can you think of the last
time you played Counterspell and it mattered that it
was an interrupt instead of an instant? When do you
respond to a Counterspell? Usually to counter the
Counterspell or to play another copy of the spell
that was countered. Maintaining the interrupt spell
type did very little other than lengthen the rules.
This change makes Power Sink worse, changes the
Armageddon - Zuran Orb combo, and adds the "Tutoring
for a Counterspell" trick. This won't make Magic play
worse and it won't make it better; it just makes it
different.
Next comes the stack. The stack was created so that
activated abilities, instants, damage prevention, and
triggered abilities could all work the same way. The
rules team referred to this as the Grand Unified
Timing System. The stack will allow players to
respond to anything played.
Triggered abilities were changed for the casual
player. Lots--and I mean lots--of players don't
understand why you can respond to a Terror by
Unsummoning the creature, but you can't respond to a
Nekrataal by Unsummoning the creature. The new
triggered abilities system treats "when comes into
play" creatures in a more intuitive way. These
creatures truly become a creature and a sorcery
rolled into one, and as with all sorceries, you can
respond to the sorcery part. We also cleaned up the
messy rules about when a triggered ability resolves
during a spell and when the triggered ability waits
until the spell finishes resolving.
Damage prevention under Fifth Edition rules had the
problem that "deal" really meant "assign." Lightning
Bolt didn't deal damage. Lightning Bolt assigned 3
damage to a target creature or player. The damage
wasn't dealt when Lightning Bolt resolved; it was
held in Never-Never Land until a damage-prevention
step was completed. The new rules fix this. In Sixth
Edition, when Lightning Bolt resolves, it deals its
damage immediately.
So, under Fifth Edition rules you waited for the Bolt
to resolve and then played your Healing Salve during
a damage-prevention step. Under Sixth Edition rules,
you respond to the Bolt being played with your
Healing Salve. First the Healing Salve resolves,
stopping 3 damage, and then the Bolt resolves,
dealing 3 less damage, or 0 damage. As with the
removal of interrupts, there will be changes to some
cards and combos. Damage prevention gets a little
stronger. But in reality this change will have very
little impact on Magic play.
We reorganized phases and steps. Upkeep is now a step
and combat is now a phase. They're just title changes
with no impact on game play.
The rule about losing immediately when you have 0
life is just intuitive. It matches what happens to
creatures that have 0 toughness or take lethal
damage. I only need to make one apology, to the one
person harmed by this rules change: I'm sorry, Mark
Rosewater. I've made it harder for you to create your
puzzles.
Having artifacts no longer "turn off" when they're
tapped was a tough decision. I chose short-term pain
for long-term gain. My strategy was to remove the
rule from the rulebook so noncreature artifacts would
work like all other permanents. But to keep the
strategic element of artifacts turning off, we're
going to add the turn-off ability to the card text.
Sixth Edition's Howling Mine will say, "At the
beginning of each player's draw step, if Howling Mine
is untapped, that player draws an additional card."
The short-term pain is that players using the new
rules with older versions of some cards will need to
know some errata. So what else is new? One goal of
these rules changes is to reduce the amount of errata
issued on future cards.
Phase abilities have been eliminated. They've been
replaced by triggered abilities that trigger on the
beginning of the phase. This change makes the rules a
lot simpler and doesn't reduce any strategy of play.
(For each of the few strategies lost, there's a new
strategy gained.)
"End of turn" posed some of the most interesting
rules questions. What does it really mean to do
something at the end of your turn? Let's say that at
the end of my turn I discard down to seven cards. If
when I do so a triggered event occurs, it's no longer
the end of my turn. What the new rules do (using lots
of legal-type talk) is make sure that the last things
you do at the end of your turn are clear all
nonlethal damage and discard down to seven cards.
Tournament players will learn the new rules and use
them to their advantage in the one game in a hundred
in which they apply. Casual players will go on
playing the way they always have. It's just that now
the casual player will be playing the game correctly.
I've saved the most significant changes for last: the
changes to combat. There are two changes to combat,
other than that we're no longer just pretending
combat is a phase. First, tapped blockers now deal
combat damage. We wrestled with this issue for a long
time. In the end, we decided that there was no
strategic gain to maintaining this rule. The strategy
lost (I can't Twiddle your blocking creature to stop
its damage) is replaced by the strategy of using
creatures to block and then tap for effects. Offense
loses a little, defense gains a little.
We made a bigger change to the way creatures deal
their combat damage. This change was made so that
combat damage fit into the Grand Unified Timing
System. We wanted to allow players to prevent damage
after they saw how creature damage was being divided
(which is what happens under Fifth Edition rules). We
also wanted for spells played during combat to work
the same way they do outside of combat. In the end we
created a system that has simpler rules but much more
complex play strategies.
These changes to the Magic rules will have some
impact on the game. Casual players will feel only a
little change. Tournament players will need to adjust
their decks and play styles slightly to account for
the new rules. The impact these rules will have on
the tournament environment will be far less extreme
than the impact of a new set. Tolarian Academy
changed the tournament environment far more than
Sixth Edition rules ever will. The Magic environment
is designed to accommodate change--in fact, Magic
would become stale without change.
I believe the Sixth Edition rules are best for the
long-term health of Magic play. The rules changes
shift the Magic strategy back to the cards, where it
belongs. As with all change, there will be some
short-term costs. All I ask is that you learn and
play with the Sixth Edition rules changes before you
judge them. In the end I believe most of you will
agree that these changes are best for the game. And
that's all any of us wants: what is best for Magic
play.
Bill Rose
Magic Lead Designer
Sixth Edition Rules Changes
(These rules changes become effective in tournament
play on June 1, 1999.)
The Stack
Forget batches and series--whenever you play a spell
or ability, it goes on the stack. You can then play
another spell or ability or pass. If you pass, your
opponent gets priority to play spells and abilities.
When you both pass in succession, the spell or
ability on top of the stack resolves. Then the player
whose turn it is (the active player) gets priority
again. You don't have to wait for everything on the
stack to resolve before playing another spell.
Example: I play Hammer of Bogardan on your Fallen
Angel. You respond by playing The Hive's ability to
create a Wasp token. After The Hive's ability
resolves and your Wasp comes into play, you sacrifice
it to your Fallen Angel. The Angel, now 5/4, takes 3
damage from the Hammer and survives.
Abilities that add mana to your pool don't go on the
stack. (These are now called mana abilities.) You
simply get the mana immediately. Spells that produce
mana, however, such as Dark Ritual, go on the stack
like other spells. Mana abilities can be played only
when you have priority or are asked to pay mana. Mana
sources no longer exist.
Countering Spells
Classic rules do away with interrupts. All interrupts
are now instants, which means you can counter a spell
any time before it resolves. (Abilities that trigger
on a spell being "successfully cast" now trigger on a
spell being "played.")
Example: I play Terror on a creature you control. You
respond by playing Inspiration, which lets you draw
two cards. One of the cards you draw is Counterspell.
You can now play it to counter my Terror.
Damage Prevention and Regeneration
Classic eliminates the damage-prevention step. Damage
is no longer dealt ("assigned") and then successfully
dealt--it's simply dealt. Damage prevention,
regeneration, and other spells and abilities that
generate replacement effects are now played just like
other instants.
When such a spell or ability resolves, its effect
creates a kind of shield. Damage-prevention effects
create shields that prevent the next damage the
target would take. Regeneration's effect creates a
shield that replaces a permanent's next destruction
with regeneration. These shields last until used up
or until the next cleanup step, whichever comes
first.
If an effect prevents a specific amount of damage, it
creates a shield that hangs around until that amount
of damage is prevented.
Example: I tap my Prodigal Sorcerer to deal 1 damage
to your Tundra Wolves. You respond by playing Healing
Salve on the Wolves. The Salve resolves first,
setting up a shield that can prevent 3 damage. When
the Sorcerer's ability resolves, the shield prevents
the 1 damage and waits around for the rest of the
turn to prevent up to 2 more.
If two different effects could each prevent the same
damage, the "shielded" player or controller of the
"shielded" creature chooses which effect gets
applied.
All damage-prevention spells and abilities are now
targeted. This means, for example, that you can't
play Healing Salve on a creature with protection from
white.
Triggered Abilities
In the Classic set, any ability that begins with
"when," "whenever," or "at" (as in "At the beginning
of your upkeep") is a triggered ability.
When a triggered ability's condition is met, the
ability automatically goes on the stack. Its
controller chooses all targets for it, and when it
resolves, makes all other choices for it. If two or
more triggered abilities go on the stack at the same
time, those controlled by the active player go first.
If one player controls two or more, that player
chooses their order. Triggered abilities can no
longer resolve while another spell or ability is
resolving.
Phase abilities have all been changed to triggered
abilities that trigger when the specified phase or
step begins.
Under Fifth Edition rules, you couldn't play a
permanent's abilities until you dealt with its phase
costs and "comes-into-play" costs. This rule no
longer exists. Abilities that read, "do A or do B"
should now be read as "You may do A. If you don't, do
B."
Phases and Steps
Each turn now has five phases: beginning, main,
combat, second main, and end.
The beginning phase has three steps: untap, upkeep,
and draw. No spells or abilities can be played during
the untap step, and abilities that trigger during
untap wait until the beginning of the upkeep step to
go on the stack. If an effect instructs you to do
something at the beginning of the turn, you do it at
the beginning of upkeep.
Upkeep abilities ("During your upkeep, do A") are now
triggered abilities: "At the beginning of your
upkeep, do A." Likewise, abilities that read "During
your upkeep, do A or do B" should now be read as "At
the beginning of your upkeep, you may do A. If you
don't, do B."
There are now two main phases in every turn. They're
separated by combat, which is now its own phase. You
may still play only one land per turn. Phase
abilities played at the beginning of or during your
main phase are now triggered abilities that trigger
at the beginning of your first main phase.
The end phase has two steps: end of turn and cleanup.
The end-of-turn step works just like the upkeep step.
When it begins, all triggered abilities that start
with "At end of turn" go on the stack. When the
cleanup step begins, the active player discards down
to the maximum hand size (usually seven cards). Then
all damage on creatures is removed and effects that
last "until end of turn" end. If any abilities
trigger during the cleanup step, they go on the
stack, and then the active player gets priority to
play spells and abilities. If no abilities trigger,
no one gets priority. If any spells or abilities
resolve during cleanup, the whole step is repeated.
Otherwise, the turn ends.
Combat
Combat is now its own phase with five steps:
beginning of combat, declare attackers, declare
blockers, combat damage, and end of combat. Spells
and abilities may be played during each of these
steps, but only after the step's mandatory parts have
been completed. For example, you can play a spell
during declare attackers only after attackers have
been declared.
The declare attackers and declare blockers steps are
unchanged, but dealing combat damage works
differently. The active player announces how he or
she wants attacking creatures' combat damage to be
dealt, then the defending player does the same for
blocking creatures. Tapped blockers now deal combat
damage just like untapped ones. Because there's no
damage-prevention step in Classic, the combat damage
isn't dealt immediately--instead, it goes on the
stack. Players may then play spells and abilities as
usual. Nothing that happens to the attacking and
blocking creatures can affect damage that's on the
stack waiting to be dealt. When the stack reaches the
combat damage, it's dealt according to the earlier
damage announcements, even if one or more of the
creatures in combat are no longer in play.
Example: I block your Fire Elemental (5/4) with my
Air Elemental (4/4). The creatures' combat damage
goes to the stack. Afterward, I play Unsummon on my
Air Elemental. The Unsummon resolves, returning the
Air Elemental to my hand, and then the combat damage
is dealt. The Air Elemental deals 4 damage to the
Fire Elemental--even though it's no longer in play.
The end-of-combat step works like the upkeep and
end-of-turn steps. When the step begins, all
abilities that trigger on the end of combat go on the
stack.
Miscellaneous
You now lose the game as soon as you reach 0 life,
not at the end of the phase.
Artifacts' continuous abilities now work the same way
as other permanents' abilities. They no longer "shut
off" while the artifact is tapped.
Under Classic rules, you choose modes and targets for
a spell or ability (and pay costs) when you play it,
but you make all other choices when the spell or
ability resolves, not when it's played. You can
identify modal spells and abilities by the "Choose
one--" phrase.
Questions and Feedback
If you have any questions, ask Bill. Mr. Rose will
compile a list of the most frequently asked questions
and make a weekly update to this website.
(C)1999 Wizards of the Coast, Inc. All rights reserved.